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  1. #1
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nalien View Post
    Fairly certain I'm only suggesting one DoT...
    You suggested a water DoT and an ice DoT dependent on which Mana type it spends.
    Elemental damage is purely cosmetic, being treated by the game as general "magic" damage outside of BLU content. The only reason to have an ice DoT and water DoT is if both are treated as separate mechanical entities.

    So either you're suggesting one effect overwrites the other to make one "effective" DoT, in which case the separation doesn't matter at all because together they would behave as one DoT and you've provided zero reason to alternate anyway, or it's two different DoT effects to manage even if only one is active.

    It's potentially an interesting mechanic to explore, and not entirely without precedent; Machinists Heat gauge, for example.
    So play a Machinist then?

    I completely disagree with this, simply because that completely limits the potential of the Job moving forward
    You say "limits", I hear "provides direction for". That's like complaining WHM is "limited" from getting Meteor when that's literally not the direction we've seen with the job.
    (0)

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Archwizard View Post
    You suggested a water DoT and an ice DoT dependent on which Mana type it spends.
    Elemental damage is purely cosmetic, being treated by the game as general "magic" damage outside of BLU content. The only reason to have an ice DoT and water DoT is if both are treated as separate mechanical entities.

    So either you're suggesting one effect overwrites the other to make one "effective" DoT, in which case the separation doesn't matter at all because together they would behave as one DoT and you've provided zero reason to alternate anyway, or it's two different DoT effects to manage even if only one is active.
    The separation is purely for the sake of Red Mages Mana gauge... Like literally half of Red Mages kit... What's the real difference between Veraero and Verthunder, for example... What's the difference between Verholy and Verflare? The difference is which you use based on how your Mana gauge is currently looking... I think what I've suggested for the DoTs is fairly fitting with that theme... The one you use is based on how your gauge is looking... Like literally half of Red Mages kit...

    Regardless, as I quoted myself, I explicitly stated they wouldn't stack, so this seems like a fairly redundant point to jump on... I said they wouldn't stack, so why you're reading into it like they would is beyond me... I guess I should expect people to nitpick points I explicitly ruled out, going forward?

    Quote Originally Posted by Archwizard View Post
    You say "limits", I hear "provides direction for". That's like complaining WHM is "limited" from getting Meteor when that's literally not the direction we've seen with the job.
    Meteor doesn't fit White Mage because of the "theme" of the Job. Red Mages "theme" is very much its gauge usage. Limiting it to simply being about building 80/80 and then doing the melee combo is... Well... Limiting... There are plenty of other things they could use that gauge on, and it's a waste not IMHO.

    Not to mention, if you purely focus on speeding up our gauge building... Aren't you going to hit a point of absurdity? You can only speed that up so much, and typically speeding anything up comes with adding more to it... Dragoon requires less build up, for example, but it has something new on the end. Same deal with Summoner. They're sped up, but that's because they're using it on more things too... An extra step at the end of the combo chain isn't the only way to add more to do with a gauge, though.

    Quote Originally Posted by Archwizard View Post
    So play a Machinist then?
    Ah the aged old argument of the FFXIV Official Forums... Go play X then...

    I'll settle for playing the Job I enjoy, thank you very much. If you think that means I can't wish SE would add some new level of complexity to it, well there's not much point continuing this if so...
    (3)

  3. #3
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nalien View Post
    The separation is purely for the sake of Red Mages Mana gauge... Like literally half of Red Mages kit... What's the real difference between Veraero and Verthunder, for example... What's the difference between Verholy and Verflare? The difference is which you use based on how your Mana gauge is currently looking... I think what I've suggested for the DoTs is fairly fitting with that theme... The one you use is based on how your gauge is looking... Like literally half of Red Mages kit...
    The difference is that those skills you mention have different effects, building specific resources and rewarding you for alternating them as a result of the Balance Gauge's overall design.
    The skills you propose have the same effect as each other (a singular DoT which doesn't stack or provide any bonus for alternating, effectively just costing X mana of your current highest type), differing only by damage type (which by the game's coding is exactly the same anyway), but cost different resources purely for the sake of expending those resources. As you've said, what you're proposing doesn't even need to be in DoT form, you're just piggybacking off the opening.

    If you were suggesting perhaps having each DoT grow in power when you cast it while the other DoT is active so that the two have a functional difference, maybe. But I still don't think it's necessary to have such an effect consume gauge, in no small part because putting an extra resource cost on its maintenance would make it more painful than most; you can't even use it in the opener.

    There are plenty of other things they could use that gauge on, and it's a waste not IMHO.
    Sure, and there are plenty of ways you could argue for BLM to expend charges of Polyglot too, but the problem is you have to weigh those values against its existing means while still giving each equal opportunity for use.

    What you're suggesting is just spending gauge so we have to spend gauge as part of our rotation, which already is a role we have covered multiple times within the kit.
    Damage aside, what mechanical purpose does your Enchanted DoT serve that we can't get out of Reprise (overcap prevention) or our Verfinishers (correcting imbalance)?

    Not to mention, if you purely focus on speeding up our gauge building... Aren't you going to hit a point of absurdity? You can only speed that up so much, and typically speeding anything up comes with adding more to it...
    If we eventually speed up to "a point of absurdity", then I'll have no problem with giving us more skills to spend and slow down the Balance Gauge.

    We are not at that point. Hell, we're hardly any closer to that point in Shadowbringers than we were in Stormblood.

    I'll settle for playing the Job I enjoy, thank you very much.
    Yet you suggest adding a mechanic that you're basing on a job you supposedly don't enjoy.
    (0)
    Last edited by Archwizard; 06-09-2019 at 09:20 AM.